Changing the Game

Changing the Game PDF Author: John O'Sullivan
Publisher: Morgan James Publishing
ISBN: 1614486468
Category : Sports & Recreation
Languages : en
Pages : 224

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Book Description
The modern day youth sports environment has taken the enjoyment out of athletics for our children. Currently, 70% of kids drop out of organized sports by the age of 13, which has given rise to a generation of overweight, unhealthy young adults. There is a solution. John O’Sullivan shares the secrets of the coaches and parents who have not only raised elite athletes, but have done so by creating an environment that promotes positive core values and teaches life lessons instead of focusing on wins and losses, scholarships, and professional aspirations. Changing the Game gives adults a new paradigm and a game plan for raising happy, high performing children, and provides a national call to action to return youth sports to our kids.

Changing the Game

Changing the Game PDF Author: John O'Sullivan
Publisher: Morgan James Publishing
ISBN: 1614486468
Category : Sports & Recreation
Languages : en
Pages : 224

Get Book Here

Book Description
The modern day youth sports environment has taken the enjoyment out of athletics for our children. Currently, 70% of kids drop out of organized sports by the age of 13, which has given rise to a generation of overweight, unhealthy young adults. There is a solution. John O’Sullivan shares the secrets of the coaches and parents who have not only raised elite athletes, but have done so by creating an environment that promotes positive core values and teaches life lessons instead of focusing on wins and losses, scholarships, and professional aspirations. Changing the Game gives adults a new paradigm and a game plan for raising happy, high performing children, and provides a national call to action to return youth sports to our kids.

Reality Is Broken

Reality Is Broken PDF Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334

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Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Theo Give Us a Ball

Theo Give Us a Ball PDF Author: Theo Foley
Publisher: Andrews UK Limited
ISBN: 1911476203
Category : Sports & Recreation
Languages : en
Pages : 277

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Book Description
Theo Foley has been involved in professional football for over six decades as a player, coach and manager. During the early days of his playing career, whilst captain of Northampton Town, Theo ran a pie and chip shop to supplement his income from football, a far cry from the riches enjoyed by footballers today. In his autobiography, Theo Give Us a Ball: A Life in Football, co-authored with his son, Paul, Theo details the highs and lows of professional football in a bygone age. From kicking a ball about on the streets of 1950s' Dublin to captaining a First Division team during the 1960s and becoming assistant manager at Millwall and Arsenal, this book provides a fascinating insight into football in the days when a love of the game came before wealth and fame. During his time at Highbury, Theo became a local legend and fans would chant ‘Theo, give us a ball,' to which he duly obliged. In this honest account, Theo reveals the highs and lows of his life in football and shares his memories of working with some of the football greats of the past.

The Game

The Game PDF Author: Neil Strauss
Publisher: Harper Collins
ISBN: 0062130110
Category : Biography & Autobiography
Languages : en
Pages : 466

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Book Description
Hidden somewhere, in nearly every major city in the world, is an underground seduction lair. And in these lairs, men trade the most devastatingly effective techniques ever invented to charm women. This is not fiction. These men really exist. They live together in houses known as Projects. And Neil Strauss, the bestselling author and journalist, spent two years living among them, using the pseudonym Style to protect his real-life identity. The result is one of the most explosive and controversial books of the last decade—guaranteed to change the lives of men and transform the way women understand the opposite sex forever. On his journey from AFC (average frustrated chump) to PUA (pick-up artist) to PUG (pick-up guru), Strauss not only shares scores of original seduction techniques but also has unforgettable encounters with the likes of Tom Cruise, Britney Spears, Paris Hilton, Heidi Fleiss, and Courtney Love. And then things really start to get strange—and passions lead to betrayals lead to violence. The Game is the story of one man's transformation from frog to prince to prisoner in the most unforgettable book of this generation.

Let’s Begin With Prayer

Let’s Begin With Prayer PDF Author: Mitch Finley
Publisher: Wipf and Stock Publishers
ISBN: 1725237563
Category : Religion
Languages : en
Pages : 128

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Book Description
"Let's begin with prayer." Whether spoken by a student, teacher, or principal, these words signal the beginning of the school day in many Catholic schools. The ques­tion is, what comes next? Let's Begin With Prayer offers an eloquent and practical answer. 130 brief prayers specifically designed for use in Catholic junior and senior high schools are offered here, prayers that are grounded in the Catholic tradition while reflecting the concerns of today's Catholic school community. The prayers are divided into three sections. "Prayers for Holy Days and Holidays" are for the days that regularly appear on our calendars, from saints' days to national holidays. "Prayers for Special Days" address special events in the school community. Here, you'll find everything from a prayer "To Welcome New Students" to a prayer "Before a Championship Game." Of special interest here is a section of prayers for difficult occasions, such as the death of a classmate. A third section, "Prayers for Ordinary Days," offers possibilities for the average day, which is the biggest part of school life. Included here are prayers for development of Christian character, prayers for specific groups within the school community, and prayers for larger world concerns. A final section offers six full prayer services. These brief but meaningful services for occasions such as the beginning and end of the school year provide a way to gather students together for more focused attention to the spiritual dimension. Let's Begin With Prayer will be a welcome resource for anyone attempting to in­corporate regular, meaningful prayer into the hubbub of Catholic school life in Catholic junior and senior high schools.

Games

Games PDF Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

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Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.

Tomorrow, and Tomorrow, and Tomorrow

Tomorrow, and Tomorrow, and Tomorrow PDF Author: Gabrielle Zevin
Publisher: Random House
ISBN: 0593466497
Category : Fiction
Languages : en
Pages : 417

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Book Description
NEW YORK TIMES BEST SELLER • Sam and Sadie—two college friends, often in love, but never lovers—become creative partners in a dazzling and intricately imagined world of video game design, where success brings them fame, joy, tragedy, duplicity, and, ultimately, a kind of immortality. It is a love story, but not one you have read before. "Delightful and absorbing." —The New York Times • "Utterly brilliant." —John Green One of the Best Books of the Year: The New York Times, Entertainment Weekly, TIME, GoodReads, Oprah Daily From the best-selling author of The Storied Life of A. J. Fikry: On a bitter-cold day, in the December of his junior year at Harvard, Sam Masur exits a subway car and sees, amid the hordes of people waiting on the platform, Sadie Green. He calls her name. For a moment, she pretends she hasn’t heard him, but then, she turns, and a game begins: a legendary collaboration that will launch them to stardom. These friends, intimates since childhood, borrow money, beg favors, and, before even graduating college, they have created their first blockbuster, Ichigo. Overnight, the world is theirs. Not even twenty-five years old, Sam and Sadie are brilliant, successful, and rich, but these qualities won’t protect them from their own creative ambitions or the betrayals of their hearts. Spanning thirty years, from Cambridge, Massachusetts, to Venice Beach, California, and lands in between and far beyond, Gabrielle Zevin’s Tomorrow, and Tomorrow, and Tomorrow examines the multifarious nature of identity, disability, failure, the redemptive possibilities in play, and above all, our need to connect: to be loved and to love.

How Games Move Us

How Games Move Us PDF Author: Katherine Isbister
Publisher: MIT Press
ISBN: 0262534452
Category : Games & Activities
Languages : en
Pages : 187

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Book Description
An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

The Blind Side: Evolution of a Game

The Blind Side: Evolution of a Game PDF Author: Michael Lewis
Publisher: W. W. Norton & Company
ISBN: 0393330478
Category : Biography & Autobiography
Languages : en
Pages : 346

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Book Description
Story of Michael Oher, a rising gridiron star, who was rescued from the ghettos of Memphis and placed with a wealthy family to help develop his football skills.

If You Give a Moose a Muffin

If You Give a Moose a Muffin PDF Author: Laura Numeroff
Publisher: Harper Collins
ISBN: 0060244054
Category : Juvenile Fiction
Languages : en
Pages : 40

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Book Description
If a big hungry moose comes to visit, you might give him a muffin to make him feel at home. If you give him a muffin, he'll want some jam to go with it. When he's eaten all your muffins, he'll want to go to the store to get some more muffin mix. In this hilarious sequel to If You Give a Mouse a Cookie, the young host is again run ragged by a surprise guest. Young readers will delight in the comic complications that follow when a little boy entertains a gregarious moose.